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FenrirStudios
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« on: April 17, 2016, 07:11:14 PM »


Dark Storm: Ascension is an indie stealth action title, with roots heavily inspired by classic games such as Metal Gear Solid and Deus Ex. You play as Amber Kingsley, a former Army Special Forces soldier that was dishonorably discharged after a failed mission in North Korea, which resulted in the deaths of several members of her squad. Now riddled with guilt, Amber has joined Ancile, a private military corporation charged with protecting the Irving Apex Facility in Alaska. There she hopes to find a new purpose, but will ultimately be forced back into action when the base comes under attack from a mysterious enemy.

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Hello everyone with this thread we will be documenting an overview of gameplay mechanics and content we have developed for our game Dark Storm Ascension using Unreal Engine 4.

Recently we began redeveloping the full game using UE4 originally using UDK (Unreal engine 3) We began using the Dark Storm VR Missions module from our base game of Dark Storm Ascension  for testing gameplay mechanics and evolving our characters attributes. The testing and feedback from players who play the Dark Storm VR Missions will be directly helping to build the AI and mechanics for Dark Storm Ascension.  You can read more about the status of the game and our development so far by viewing our Letters From the Producer Here:



Letter from the producer 1: http://www.indiedb.com/games/a-dark-storm-is-coming/news/letter-from-the-producer-i

Letter from the producer 2: http://steamcommunity.com/games/395150/announcements/detail/843665914363831581

Letter from the producer 3: http://steamcommunity.com/games/395150/announcements/detail/843667822479869708

Letter from the producer 4: http://steamcommunity.com/games/395150/announcements/detail/821153936372458554



Weapons Storage - Storage rooms for Irving Dynamics and Anciles weapons, players can use these room to hide from enemy patrols. When in a tight pinch players can climb into ceiling vents to make there great escape.


Weapons Armory/Shooting Range , this small section of the weapons armory where Ivrving Dynamics store there protoype weapons.




Concept art for the weapons armory.


Amber's Room: Basic Meshout of amber's room. this where the play starts in the beginning. WIP


Concept Art for ambers room for modelers and level designers.


The residents of Irving Dynamics  use the tram station to travel back and fourth from work to home everyday.

About Dark Storm VR Missions
Dark Storm VR Missions is primarily inspired By Metal Gear Solid VR Missions and Perfect Dark (With albeit some tron elements) The above screenshots are the most current taken from the VR with a completely remade HUB area with functional interactable menu’s including a VR Mission selection screen and UI Widgets for patch notes and the latest news updates for the game. (Coming soon leaderboards and twitch support)








https://i.gyazo.com/6aca203cfcf55e0f278f56b7b36751fe.gif

https://i.gyazo.com/284c39e40fffbaf321783c050e28a03d.gif

https://i.gyazo.com/c6f77a8d966d0b8875995bb893fb20f1.gif

https://i.gyazo.com/5712322e0edaee52d44004505cf7e5b7.gif

We also added in a new material effect to intractable objects recently to provide clear feedback to the player on what they can interact with within the vicinity which is demonstrated below.





Within each VR mission we introduce a new spin on mechanics or different scalability within the levels in example with the screenshot above we have two different types of force fields within the game that function as follows:

Red colored : sole purpose is to stop the player from advancing in the area and can be toggled off by locating a VR console in the map (Used for blocking the exit of a level)

Orange colored : Sole purpose is when touched removes the player's current weaponry completely rendering them defenceless for the remainder of the mission

We are currently playing with more systems to allow for force fields that change the map structure and several other concepts.

Core to the game we typically have one map to introduce a gameplay element and one map to twist its actions or provide a new avenue of approach to each problem using our current objective system.


Currently we have 3 developed VR levels a central hub, two Training levels, and a weapons training course.





We are very excited to share more soon with gameplay getting more refined and more intricate systems being added following shortly also will be our main game Dark Storm Ascension!


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You can find more information on Fenrir Studios and our game thru the following links:

Patreon : https://www.patreon.com/FenrirStudios
Steam : http://store.steampowered.com/app/395150/
IndieDB : http://www.indiedb.com/games/a-dark-storm-is-coming
Facebook : https://www.facebook.com/adarkstormiscoming
Twitter : https://twitter.com/adarkstorm
Home Website : http://www.adarkstormiscoming.com/

We are looking forward to hearing from the community and we will be sure to keep posting!

~Fenrir Studios

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cloudgods
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« Reply #1 on: April 17, 2016, 07:31:05 PM »

Visually this is very nice so far! The materials are stunning. I might suggest refining the character rig a little though--in that last picture where your protag is crouching her butt looks a bit odd. Overall very nice work! I look forward to seeing more.
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FenrirStudios
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« Reply #2 on: April 23, 2016, 05:02:04 PM »

Yes, our rig needs a bit of a touch up, fixing these and many more things are definitely high on our priority.
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FenrirStudios
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« Reply #3 on: April 23, 2016, 05:28:36 PM »

Dark Storm DevBlog #1 (4/23/2016)

This week in Dark Storm Devblog we will be jump starting our previous posts and bringing them to you weekly.

With the VR main hub done, we’ve put focus back on the Ascension. Which means in the coming months we’ll have much to show you. In the meantime, feast your eyes on our current completions of this week.

*Note: Things may be subject to change on the initial release of Dark Storm: Ascension.

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Level Design:

The levels are coming to fruitation quickly we are glad to say, with some final concepts being done for the final area's. The area’s that are done have been blocked out, and the modular pieces being put into place. The minions are working overtime to complete the props and assets to clutter the levels with.


Tram Station Concept


Tram Station upper floor Concept

Getting levels to look as beautiful as their concept is no easy task, and while we're currently putting in the beginning building blocks, quite literally, and blocking out the levels. Work is steadily getting along and getting closer to putting in the details to make it look on par.





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Dark Storm: VR Missions

The VR missions has had quite a bit update since last we posted. AI overhauls, main hub updates, and finer improvements to name a few. Another update is scheduled for the 29th of April. This month saw proper patch notes for each VR update as well, which you can find on our Steam page.

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Character Design

As with all games, an ugly, or horribly made character can make you want to poke your eyes out in even the best cut scenes. We strive for the best quality possible in all aspects of our game, and character design and modeling is a big part of that. We've spent months fine tuning how we want our characters to look, and is now down to our character modelers to make it happen.


Sya Trading Card and Concept


Sya Model


Officer Concept


Officer Model - WIP

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Did you see anything you liked? Did you not see things you’d like to know more about? Let us know in the comments!

Sincerely,

The Dark Storm Team

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Lakega
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« Reply #4 on: June 05, 2016, 01:17:23 PM »

Devblog Update #2

We're going to do be doing these devblogs a little differently from now on. Every week when we update a new VR Missions update, I'll be posting it here as a devblog.

VR Missions Update:

-Added Early Version of Sya Analyse Mode
-More UI elements will be added over the next few weeks regarding her computer interface on her right arm
-Added the Marking system that works through walls
-Fixed Zooming for Sya
-Made it so weapons are persistent and no longer respawn when picked up,
-Made it so Walking over a gun you currently has takes the ammo from that gun and puts it in yours if it's the same ammo type
-AI  now drop their gun when they die
-Added a Indicator on the Crosshair that changes to Red when an enemy is on the crosshair
-Fixed the Shooting Crashing Bug related to a particle effect bounds issue
-Adjusted the Sniping Zoom so it works properly now, we’re waiting for the final graphic asset for when you zoom with the sniper.
-Adjusted the FOV when you ironsight and leave ironsight

-Updates to VR 3 level design (primarily) stairs that glitched
-Updates to VR 3 Blueprint and fix to the force field so it no longer randomly removes player inven.
-Adjustments to weapon recoil (not final) however added stability and less sporadic fire

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